Just4uCupCake Posted May 4, 2015 Share Posted May 4, 2015 So maybe I'm a little slow or never realized this but ive seen some people say you can mix and match your assault Termies like take a 10 man squad and have 5 of them LC 5 of them TH.... Is this codex legal???? Link to comment https://bolterandchainsword.com/topic/307089-terminator-question/ Share on other sites More sharing options...
SlangWhanger Posted May 4, 2015 Share Posted May 4, 2015 Codex legal and tactically astute! LCs deal some damage at high initiative to help slightly negate unwieldy hammers issue. 5 of each in a squad can be quite fun, but are expensive and lacking in transport department... Link to comment https://bolterandchainsword.com/topic/307089-terminator-question/#findComment-4029619 Share on other sites More sharing options...
Just4uCupCake Posted May 4, 2015 Author Share Posted May 4, 2015 I never run a unit of ten termies in normal games but now.. Holy Emperor Now I wont get beat at initiative or lack hard hitting power... I was running 7 man squads in a LRC but all had LC or TH not a mix. LoL my termie game just stepped up a notch.. * buys four boxes of BA Terminators on ebay* Link to comment https://bolterandchainsword.com/topic/307089-terminator-question/#findComment-4029621 Share on other sites More sharing options...
DominicJ Posted May 4, 2015 Share Posted May 4, 2015 Not a fan of clawinators myself The justification for them is pretty weak Essentially, they are "better" in that they hit before they can be hit. The problem is, there is very little against which that is an advantage Initiative 2 or 3, Ap2, 3+ save All that springs to mind is Warscythes 3+ or worse save probably matters the most, if they are 2+ save, the claws are a total waste AP2 after that, if they cant hit you at AP2, then you can let them swing first with little danger, even if they can, hammernators can hide behind 3++ And finally its only really people who are hitting you at I2 or better that matter. Clawinators rule against big squads of space marines packing lots of power axes. Link to comment https://bolterandchainsword.com/topic/307089-terminator-question/#findComment-4029638 Share on other sites More sharing options...
Leonaides Posted May 4, 2015 Share Posted May 4, 2015 And orks, and guard blobs, and lesser deamons... Basically any unit who have multiple attacks and/or just want to drown you in saving throws. Hammers hit hard, but realistically more than 3 is usually overkill. Link to comment https://bolterandchainsword.com/topic/307089-terminator-question/#findComment-4029645 Share on other sites More sharing options...
SlangWhanger Posted May 4, 2015 Share Posted May 4, 2015 True, but they do have a niche. In low number squads I can see why one might not want them, but even against things like cultists and other annoying mobs that tend to be put against termis claws can be useful. Big units is really where they come in I think, as you can have enough of them to do some proper damage on the charge before leaving the hammers to finish off. More of an insurance thing really, and also a slight bubble wrap i guess. But charging (from a Spartan ;) ) with a few twin LCs and hammers can be a lot of attacks and death! I guess it works differently for different armies/players. I don't run them myself but it looks fun! Link to comment https://bolterandchainsword.com/topic/307089-terminator-question/#findComment-4029649 Share on other sites More sharing options...
Father Mapple Posted May 4, 2015 Share Posted May 4, 2015 The Baal detachment makes lightning claws much better since now you're I5, S5,4A in the charge and beating all troops and most elites in the game except noise marines who don't have ap2, and a few flavors of eldar. You're g going the same time as most Marine HQ characters even. Find a priest, and with feel no pain it's slightly better than a 4+save versus plasma, and the WS5 adds another 1/6 hits as well. Link to comment https://bolterandchainsword.com/topic/307089-terminator-question/#findComment-4029813 Share on other sites More sharing options...
Quixus Posted May 4, 2015 Share Posted May 4, 2015 Codex legal and tactically astute! LCs deal some damage at high initiative to help slightly negate unwieldy hammers issue. 5 of each in a squad can be quite fun, but are expensive and lacking in transport department... If you have money for forgeworld vehicles, there is the spartan assault tank. The Baal detachment makes lightning claws much better since now you're I5, S5,4A in the charge and beating all troops and most elites in the game except noise marines who don't have ap2, and a few flavors of eldar. You're g going the same time as most Marine HQ characters even. Find a priest, and with feel no pain it's slightly better than a 4+save versus plasma, and the WS5 adds another 1/6 hits as well. It gets even better if you add Corbulo. The attacks are now at I6 and WS 5. Link to comment https://bolterandchainsword.com/topic/307089-terminator-question/#findComment-4030221 Share on other sites More sharing options...
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